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Full text of "Handheld Game Manual: Kingman (Tandy)"

LSI GAME 



R££\KJ 



Catalog No. 60-2184 



LSI GAME KINGMAN Instruction Book 



Thank you for selecting one of Radio Shack's fine products. 



C Your Controls 



J 




SOUND Switch (Turn the sound on and off.) 
POWER Switch 



Control Buttons (Pushing these buttons 
automatically moves the Boy.) 



Game Screen li 



Jack for AC Adapter 



JUMP/START (Pushing this button 
starts the game and makes the Boy jump 



Up 
Left -P) f3-Right 



Down 



Up/down moves are only 
possible inside the warp tunnel. 



Q Loading Your Batteries 



D 




Make sure the POWER switch is turned off. 

© Open the battery compartment cover on the back of the 

game. 

Install four AA (1.5V) batteries (such as Radio Shack's 

23-582 or 23-552) as shown. Make sure you follow 

proper polarity (+ or -). 
© Close the battery compartment cover. 



NOTE: If the game does not work when switched on, turn it 
off and then on again. 
1 



(^Characters in the Game 



D 



Score- 


Rock cave- 


Mother King 


The Girl 


6th step 


5th step 


Baby King 


3rd step 


Floor 


1 st step 




The Kingman 

Sword 

Heart 

Top step 

Cage 

Sword 

Power heart position 

Warp tunnel 

4th step 

Power heart 

2nd step 

Power heart position 

The Boy 

Starting position 



(What's Going to Happen 



J 



The ob|ect of the game is to move the Boy (using the control buttons and the JUMP button) to rescue the 
Girl, while evading the Mother King and the Baby King through four game patterns. 



Pattern 1 


Pattern 2 




WKKmm 






The floors: All the sec- 
tions of the floors are 
lighted. The Boy can 
move across them easily. 

Baby Kings: The Baby 
Kings appear on the top 
row and march downward 
a floor section at a time. 


The floors: Only the end 
sections of the floors on 
each row are lighted. 
Although the sections in 
the middle are not lighted, 
the Boy may move across 
the missing sections 
without trouble. 

Baby Kings: The Baby 
Kings appear on the top 
row and fall a rowata time 
through the missing floor 
sections. 



Pattern 3 




hHES 
■■■« 
mnHM 

HHE3 




Baby Kings: The Baby 
Kings appear on the top 
row and march downward 
a step at a time. They fal! 
through the missing floor 
sections 



Pattern 4 




wdmM 

19E9 

1 




The floors: The floor sec- [ 
tions move left and right j 
and disappear frequent- j 
!y If the Boy steps on a j 
missing floor section, he | 
falls through, but does not 
disappear. When the floor 
section in front of the Boy 
lights up, move the Boy 
onto it. Then keep press- 
ing the control button of 
the direction you wish the 
Boy to go. The floor sec- 
tion under the Boy will 
remain and will not dis- 
appear. If you stop mov- 
ing the Boy, you have to 
wait until the floor section 
in front of the Boy lights 
again. But be quick! The 
floors move very fast. 
Baby Kings: The Baby 
Kings appear on the top 
row and march downward 
a floor section at a time. 
They will fall through the 
missing floor sections. Be 
ready to JUMP! 



( How to Play _} 

© Turn the POWER switch to ON The display screen lights. 

© Press JUMP/START to start the game. Musical notes play and the screen displays the three Boys you are 

allotted for the game. When two of the Boys disappear from the screen, push the control button to move 

the remaining Boy. 
© The control buttons move the Boy left, right, up. or down. The Boy can only move up ordown in the warp 

tunnel. If you wish the Boy to move continuously. press and nold the control button of the direction you 

wish the Boy to go. If you want to stop the Boy release the control button. 
© To save the Boy from danger, such as a Baby King, push JUMP. He will jump upward over the danger. 

You can press JUMP and the control button together to make the Boy jump forward or backward. 
© The Boy must climb all the rows to reach the top step and rescue the Girl. Each time he reaches the top 

step during the first three game patterns, musical notes play, points are added to the score, and Kingman 

will take the Girl away. Then the next game pattern will begin. On the fourth pattern, when the boy 

reaches the top step, his sword automatically kills the Kingman and the Girl is rescued. 

* The Boy must avoid the Mother King and Baby Kings, or he disappears. When this happens, the screen 
will display the remaining Boys for this game, and the game starts again on the pattern in which the Boy 
disappeared. If no Boys remain, the game is over. 

* All the game patterns (1—4) appear in sequence. After the fourth game pattern, the game begins again 
with the first game pattern. But be careful! Tne game moves more quickly now. 

9, The Boy 

~^\ • Use the control buttons to move the Boy left, right, up. ordown and use JUMPto 

make him |ump his obstacles. The Boy can make either a forward or a backward 
lump when you push JUMP and the control button simultaneously, or he can 
leap upward when only JUMP is pressed. 



*t 



•* ** 



Missing floor Baby King Baby King 

• You are given three Boys to finish the game. When all three are captured by the 
Mother King or the Baby Kings, the game is over. 

• If the Boy passes over the power heart, he cannot be hurt by the Mother King or 
Baby Kings and he can kill them. The power of heart lasts only a few seconds, so 
watch carefully. When the power of the heart ends, the Boy is vulnerable again. 

The Mother King 

• The Mother King in the rock cave on the top step produces the Baby Kings. 

• The Mother King also appears frequently in the warp tunnels. Sometimes she 
appears in several warp tunnels at the same time. Do not move the Boy into the 
warp tunnel when it is occupied by the Mother King or the Boy disappears. 

The Baby Kings 

• When produced by the Mother King in the rock cave, the Baby Kings appear on 
the top row and move downward a floor section at a time. If the floor sectionsare 
missing, as in some game patterns, the Baby Kings will drop straight down 
through the missing floor. 

• The Baby Kings go through the warp tunnels on their way down. Do not move the 
Boy into the warp tunnels when the Baby Kings are in them, or the Boy will 
disappear. 

Power Heart 

• The power heart appears occasionally for a few seconds in two places on the 
screen. If the Boy passes over the power heart while it is flashing, his enemies can 
not hurt him. He has a few seconds in which he will be abletoconquerthe Mother 
King and Baby Kings before the power ends. 

• When the Boy passes over the heart, it disappears and the Baby Kings blink on 
and off until the heart loses power. Also, the Mother King in the rock cave will 
blink on and off as long as the power of the heart lasts. The power of the heart 
ends suddenly, so watch carefully and be ready to jump! 



D 







Warp Tunnel 

• The Boy can move up or down in the warp tunnel. 

• Before the Mother King appears in a warp tunnel, the tunnel blinks to warn you. 

• Do not move the Boy into the tunnel once the Mother King is in it. If the tunnel 
starts to blink, the Boy might be able to get through the tunnel before the Mother 
King appears 

Floors 

• The floor patterns vary with the game patterns. In the first pattern, the floor 
sections are ali solid. The second pattern has no lighted floor sections down the 
middle of the screen, but the Boy can move across the invisible floor. The third 
pattern has disappearing floors, and the fourth pattern has moving floors. 

The Top Step and Kingman 

The Kingman locks the Girl in a cage on the top step. 

Through the first three game patterns, when the Boy reaches the top step, the 

Kingman takes the Girl away and puts her in another cage, beginning the next 

pattern. 

Pattern four supplies the Boy with a sword immediately before he reaches the top 

step. When he reaches the top step in the fourth pattern, the sword kills the 

Kingman. The Kingman disappears from the screen piece by piece. When the 

Kingman is killed, the cage around the Girl disappears and a heart appears to 

show that the Boy and Girl have fallen in love. 

When the fourth step has been reached, the game begins again at the first 

pattern. However, the game moves more quickly this time. 



f Winning Your Points 



(4r) 



(it) 



. 10 points 
. 20 points 



Leaping across Baby King 

Jumping over Baby King 

Power heart: 

First Baby King 10 points 

Second 20 points 

Third and after 30 points 

First Mother King 100 points 

Second 200 points 

Third 300 points 

Top Step: 

Patterns 1—3 200 points 

Pattern 4, Half-hear; ( j 300 points 

Pattern 4, Whole heart ...( %$ ) 500 points 

The highest score that can be displayed is 9990 points. Beyond this, the score returns to points. 



C Caring for Your Game 



J 



® This game uses fluorescent indicators and the high-precision components of a microcomputer. Handle 

with care. 
© When using an AC adapter, be sure to use Radio Shack's 273-1650. 
© The game should not be put in places where static electricity is generated (as on top of the TV set or near 

a microwave oven). 
© Replace all of the batteries with new ones whenever display illuminations fail to operate properly, the 

illuminations grow dim, or parts of the screen do not light. 
© Spilled beverages or food crumbs may damage the game 
© Clean the surface of the game with a dry cloth. Volatile liquids such as paint thinner and polish remover 

should not be used. 
® Lengthy periods in direct sunlight or exposure to hot or cold temperature extremes will damage the 

game. 
© Do not attempt to disassemble, or try to repair the game. If the game needs repairs, take it to your nearest 

Radio Shack store. 



AC Adapter 

Although your Kingman game runs on four AA batteries.it can 
also run on the AC power of an electrical outlet. An AC adapter 
(not included), such as Radio Shack's 273-1650, can be inserted 
into the AC jack on the back of the game as illustrated. 
Use the green plug select 6V, and set center tip to negative. 
CAUTION: Use only the Radio Shack AC adapter recommend- 
ed above. 

When the game is not being played, pull the AC 
adapter plug from the outlet. 




RADIO SHACK LIMITED WARRANTY 

This product is warranted against defects for 90 days from date of purchase from Radio 

Shack company-owned stores and authorized Radio Shack franchisees and dealers. Within 

this period, we will repair it without charge for parts and labor. Simply bring your Radio 

Shack sales slip as proof of purchase date to any Radio Shack store. Warranty does not 

cover transportation costs. Nor does it cover a product subjected to misuse or accidental 

damage. 

EXCEPT AS PROVIDED HEREIN, RADIO SHACK MAKES NO WARRANTIES, EXPRESS 

OR IMPLIED, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A 

PARTICULAR PURPOSE. Some states do not permit limitation or exclusion of implied 

warranties; therefore, the aforesaid limitation(s) or exclusion(s) may not apply to the 

purchaser. 

This warranty gives you specific iegal rights and you may also have other rights which vary from state to state 

We Service What We Sell 



I 



RADIO SHACK, A DIVISION OF TANDY CORPORATION 



U.S.A.: FORT WORTH, TEXAS 76102 
CANADA: BARRIE, ONTARIO L4M 4W5 



280-316 VICTORIA ROAD 
RYDALMERE, NSW. 2116 



TANDY CORPORATION 

BELGIUM 

PARC INDUSTRIEL DE NANINNE 
5140 NANINNE 



BILSTON ROAD WEDNESBURY 
WEST MIDLANDS WS10 7JN 



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